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      레즈밀 바디컴뱃으로 분석한VR피트니스 특징 -공간과 소셜 커뮤니케이션으로- = Analyzing VR Fitness Features and Presence with Les Mills Body Combat –Presence in Space and Social Communication–

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      https://www.riss.kr/link?id=A108905488

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      다국어 초록 (Multilingual Abstract)

      As the home fitness market grows, the market for fitness in virtual reality (VR) using HMDs. VR fitness borrows the format of a game to engage users and immerse them in realistic visuals. They are similar to rhythm games that focus on hitting notes to music, and they are also similar to sports games in that they train the body through competition.
      However, since the purpose of fitness is to improve an individual’s physical performance and promote health by burning calories, coaching is required for proper form. In VR fitness, unlike rhythm games and sports games, there is a virtual trainer who continuously communicates the overall game operation and desirable posture to the user during the game. In this paper, we will analyze the differences and comparisons between VR rhythm games, VR sports games, and VR fitness, and analyze the case of immersion in VR in terms of fitness space and social communication. We will examine the process of immersion through space and social communication through the VR fitness game Body Combat by Les Mills, an Australian fitness company that already has many clubs in various countries.
      VR fitness is similar to VR physical games, such as sports and rhythm games, in that it makes users feel like they are in a virtual space and engage in realistic physical and mental interactions. However, as fitness is aimed at personal fitness and weight control, it has different spatial features from sports that have specialized spaces such as tracks and courts, which can be explained by the specificity of the space explored in Body Combat. In addition to the space, we expect that the loyalty and attractiveness of VR fitness games will increase if social communication is added more actively, rather than being shielded and working out alone. Adding a competitive gaming element to this basic nature, along with the goal of improving physical health, will create a new realm of home fitness.
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      As the home fitness market grows, the market for fitness in virtual reality (VR) using HMDs. VR fitness borrows the format of a game to engage users and immerse them in realistic visuals. They are similar to rhythm games that focus on hitting notes to...

      As the home fitness market grows, the market for fitness in virtual reality (VR) using HMDs. VR fitness borrows the format of a game to engage users and immerse them in realistic visuals. They are similar to rhythm games that focus on hitting notes to music, and they are also similar to sports games in that they train the body through competition.
      However, since the purpose of fitness is to improve an individual’s physical performance and promote health by burning calories, coaching is required for proper form. In VR fitness, unlike rhythm games and sports games, there is a virtual trainer who continuously communicates the overall game operation and desirable posture to the user during the game. In this paper, we will analyze the differences and comparisons between VR rhythm games, VR sports games, and VR fitness, and analyze the case of immersion in VR in terms of fitness space and social communication. We will examine the process of immersion through space and social communication through the VR fitness game Body Combat by Les Mills, an Australian fitness company that already has many clubs in various countries.
      VR fitness is similar to VR physical games, such as sports and rhythm games, in that it makes users feel like they are in a virtual space and engage in realistic physical and mental interactions. However, as fitness is aimed at personal fitness and weight control, it has different spatial features from sports that have specialized spaces such as tracks and courts, which can be explained by the specificity of the space explored in Body Combat. In addition to the space, we expect that the loyalty and attractiveness of VR fitness games will increase if social communication is added more actively, rather than being shielded and working out alone. Adding a competitive gaming element to this basic nature, along with the goal of improving physical health, will create a new realm of home fitness.

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